SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Motion editing with spacetime constraints
Proceedings of the 1997 symposium on Interactive 3D graphics
Video Rewrite: driving visual speech with audio
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Physically based motion transformation
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
A hierarchical approach to interactive motion editing for human-like figures
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Concurrent threads and optimal parallel minimum spanning trees algorithm
Journal of the ACM (JACM)
Verbs and Adverbs: Multidimensional Motion Interpolation
IEEE Computer Graphics and Applications
Interpolation Synthesis for Articulated Figure Motion
VRAIS '97 Proceedings of the 1997 Virtual Reality Annual International Symposium (VRAIS '97)
Free-viewpoint video of human actors
ACM SIGGRAPH 2003 Papers
Distinctive Image Features from Scale-Invariant Keypoints
International Journal of Computer Vision
Deformation transfer for triangle meshes
ACM SIGGRAPH 2004 Papers
Automated extraction and parameterization of motions in large data sets
ACM SIGGRAPH 2004 Papers
High-quality video view interpolation using a layered representation
ACM SIGGRAPH 2004 Papers
IEEE Transactions on Pattern Analysis and Machine Intelligence
Geostatistical motion interpolation
ACM SIGGRAPH 2005 Papers
Video-based character animation
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
A Comparison and Evaluation of Multi-View Stereo Reconstruction Algorithms
CVPR '06 Proceedings of the 2006 IEEE Computer Society Conference on Computer Vision and Pattern Recognition - Volume 1
Surface Capture for Performance-Based Animation
IEEE Computer Graphics and Applications
Gradient domain editing of deforming mesh sequences
ACM SIGGRAPH 2007 papers
On Linear Variational Surface Deformation Methods
IEEE Transactions on Visualization and Computer Graphics
ACM Transactions on Graphics (TOG)
Articulated mesh animation from multi-view silhouettes
ACM SIGGRAPH 2008 papers
Performance capture from sparse multi-view video
ACM SIGGRAPH 2008 papers
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Efficient reconstruction of nonrigid shape and motion from real-time 3D scanner data
ACM Transactions on Graphics (TOG)
ACM SIGGRAPH 2009 papers
Shape Similarity for 3D Video Sequences of People
International Journal of Computer Vision
Video-based reconstruction of animatable human characters
ACM SIGGRAPH Asia 2010 papers
Video-based characters: creating new human performances from a multi-view video database
ACM SIGGRAPH 2011 papers
Hierarchical Shape Matching for Temporally Consistent 3D Video
3DIMPVT '11 Proceedings of the 2011 International Conference on 3D Imaging, Modeling, Processing, Visualization and Transmission
Parametric animation of performance-captured mesh sequences
Computer Animation and Virtual Worlds
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In this paper we introduce an approach to high-level parameterisation of captured mesh sequences of actor performance for real-time interactive animation control. High-level parametric control is achieved by non-linear blending between multiple mesh sequences exhibiting variation in a particular movement. For example walking speed is parameterised by blending fast and slow walk sequences. A hybrid non-linear mesh sequence blending approach is introduced to approximate the natural deformation of non-linear interpolation techniques whilst maintaining the real-time performance of linear mesh blending. Quantitative results show that the hybrid approach gives an accurate real-time approximation of offline non-linear deformation. Results are presented for single and multi-dimensional parametric control of walking (speed/direction), jumping (heigh/distance) and reaching (height) from captured mesh sequences. This approach allows continuous real-time control of high-level parameters such as speed and direction whilst maintaining the natural surface dynamics of captured movement.